AI Insights · Timothy · January 2022
Top 5 Third Person Games in Europe Q4 2021
In Q4 2021, the top 5 third-person games on a unified platform in Europe showcased varying trends in revenue, downloads, and active users. Detailed insights reveal the performance fluctuations across these popular titles.
In Q4 2021, the performance of the top 5 third-person games on a unified platform in Europe exhibited diverse trends in weekly revenue, downloads, and active users. Below, we delve into the specifics of each game’s performance.
PUBG MOBILE by Tencent Mobile International Limited saw its weekly revenue peak at around $3.7M in late October. The app maintained a steady weekly download count, with notable spikes reaching approximately 714K in mid-November. Weekly active users fluctuated, peaking at about 11.8M in mid-November before stabilizing around 10.6M by the end of December.
Genshin Impact: Natlan Launch from COGNOSPHERE PTE. LTD. experienced significant revenue surges, hitting $3.3M in the first week of November. Weekly downloads saw an upward trend towards the end of the quarter, culminating at approximately 270K in the final week of December. Active users grew steadily, reaching close to 2.8M by the end of the quarter.
Summoners War by Com2uS Corp. saw a major revenue boost in mid-December, nearly doubling to $1.9M. Despite lower weekly download numbers, which hovered around 5K to 8K, the active user base remained stable, closing the quarter at about 555K.
Free Fire from GARENA INTERNATIONAL I PRIVATE LIMITED had a substantial presence with weekly revenues peaking at $1.1M in late December. Although weekly downloads started strong at 1.5M, they showed a downward trend, settling around 443K by the end of the quarter. The active user base experienced a decrease from approximately 13.4M at the start of the quarter to about 11.5M by the end.
Guns of Glory: Lost Island by FunPlus International AG maintained consistent revenue, averaging around $850K weekly. Downloads showed an increasing trend towards the end of the quarter, reaching about 40K in early December. Active users remained relatively stable, ending the quarter with approximately 159K.
These insights underscore the dynamic nature of the mobile gaming market in Europe. For more detailed analytics and further insights, visit Sensor Tower.